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Messages - dkozlovtsev

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1
Are you looking for someone to do it for you?

2
NGUI 3 Support / Re: How to make vertical UILabel?
« on: September 29, 2014, 02:25:17 AM »
You've just demonstrated the easiest way to do it -> put line termination symbol after each symbol

3
NGUI 3 Support / Re: Camera jerk when switching 2d Camera to 3d Camera.
« on: September 22, 2014, 02:53:08 AM »
my 2 cents

in my opinion the only way of smooth transition between orthographic and perpective view is to actually animate camera's projection matrix

4
NGUI 3 Documentation / Re: UILabel
« on: July 04, 2014, 07:50:16 AM »
NGUIText.PrintCharacterPositions can be used to determine the positions of all characters. You can use it to position your sprite. Just don't forget to call label.UpdateNGUIText() prior to calling that function.

UILabel.ApplyOffset is also needed to properly determine glyth position to place sprite on it, but it is protected, can it be made public? currently the only way is to change code or derive from UILabel and i would like to avoid both.

5
Look into tween color script

6
NGUI 3 Support / Re: OnGUI in NGUI
« on: February 21, 2014, 08:17:41 AM »
I feel like that you don't understand the point of my question. Let me repeat
As far as i know mere presense of OnGUI method in project causes additional memory allocations from unity3d, it very well may be that my knowledge is outdated, but why the code is inside NGUI is really irrelevant.

7
NGUI 3 Support / OnGUI in NGUI
« on: February 21, 2014, 08:07:04 AM »
I've noticed that there is OnGUI code inside one of the Monobehaviors supplied with NGUI. As far as i know existance of OnGUI function in runtime causes Unity3d to allocate additional memory to support their GUI solution. Is it possible in future releases to remove this code or provide a way to disable it in Release builds(via define for example)

8
NGUI 3 Documentation / Re: UILabel
« on: December 20, 2013, 04:03:14 AM »
@kLy

Last time i checked it was still possible to use scale to conrol widget size it really helps with Dynamic Font labels, but certainly it is not the prittiest of solutions

9
NGUI 3 Support / Re: [Suggestion] Threshold based on DPI
« on: November 29, 2013, 09:35:30 AM »
@Nicki
Yeah we're doing the same in our projects, nice to know that we're not alone =)

@ArenMook
Cool!

10
NGUI 3 Support / [Suggestion] Threshold based on DPI
« on: November 29, 2013, 03:58:37 AM »
It would be great to make threshhold dependent on DPI, as ultimately we want threshold to be a circle of given radius in real world size(meters, inches whatever)

11
NGUI 3 Documentation / Re: UILabel
« on: November 28, 2013, 08:59:41 AM »
Emoticons for UILabels with dynamic fonts, is it possible?

12
NGUI 3 Support / Re: Wierd Exception in edit-time (NGUI v. 3.0.5)
« on: November 22, 2013, 09:57:28 AM »
Oh it seems to be triggered by changin font size

13
NGUI 3 Support / Wierd Exception in edit-time (NGUI v. 3.0.5)
« on: November 22, 2013, 08:57:29 AM »
The following exception occasionally happening to me when i'm trying to change UILabel text and/or font in edit-time(custom localization), i'm using only public UILabel API and made no changes to it

  1. MissingReferenceException: The object of type 'UILabel' has been destroyed but you are still trying to access it.
  2. Your script should either check if it is null or you should not destroy the object.
  3. UIWidget.MarkAsChanged () (at Assets/Packages/NGUI/Scripts/Internal/UIWidget.cs:531)
  4. UILabel.MarkAsChanged () (at Assets/Packages/NGUI/Scripts/UI/UILabel.cs:787)
  5. UnityEngine.Font.InvokeFontTextureRebuildCallback_Internal () (at C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/Editor/Graphics.cs:4543)
  6. UnityEngine.Font:RequestCharactersInTexture(String, Int32, FontStyle)
  7. NGUIText:WrapText(String, Font, Int32, FontStyle, Int32, Int32, Int32, Boolean, String&) (at Assets/Packages/NGUI/Scripts/Internal/NGUIText.cs:315)
  8. UILabel:ProcessText(Boolean) (at Assets/Packages/NGUI/Scripts/UI/UILabel.cs:832)
  9. UILabel:ProcessText() (at Assets/Packages/NGUI/Scripts/UI/UILabel.cs:794)
  10. UILabel:ProcessAndRequest() (at Assets/Packages/NGUI/Scripts/UI/UILabel.cs:310)
  11. UILabel:set_text(String) (at Assets/Packages/NGUI/Scripts/UI/UILabel.cs:231)
  12. LabelLocalization:UpdateLocalization() (at Assets/Packages/NGUI/Scripts/Localization/LabelLocalization.cs:38)
  13. LabelLocalization:OnValidate() (at Assets/Packages/NGUI/Scripts/Localization/LabelLocalization.cs:69)
  14. UnityEditor.SerializedObject:ApplyModifiedProperties()
  15. LabelLocalizationEditor:OnInspectorGUI() (at Assets/Packages/NGUI/Scripts/Localization/Editor/LabelLocalizationEditor.cs:22)
  16. UnityEditor.DockArea:OnGUI()
  17.  
Sometimes it messes up labels ( Until next update )
Any suggestions?

14
I'm confused, i was under impression that dynamic reference font got removed

15
Sooo, is there any chance that reference fonts will come back? because it was really convinient way to manage fonts per localization and solution proposed by topic started has its problems

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